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> Have a source to cite, or is this just your own conjecture? I’ve never heard developers discuss aim acceleration, so because it’s only ever been detrimental to my performance, I can only treat it as a defect in the aiming system.
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> You see, the thing is, aim assist undeniably makes aiming less intuitive for the user. Players expect the relation of aiming speed and stick deflection to have a linear relation, because that’s the natural thing to do. If you want to experience the detrimental effect of aim acceleration exaggerated, I recommend playing the console version of Portal 2. I have not met a player who has played that game who wouldn’t think there’s something funky with the aiming system. And you need to look no further than the velocity curve to find the reason. That curve’s just silly.
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> Whatever the reason that aim acceleration exists, there’s just no sensible way to spin it into a positive thing. It’s an unintuitive artifact that has no place in any game. And I can assure you, I’d be very delighted if I ever got to play a game with zero aim acceleration.
Developers talk a lot about controllers being hopelessly imprecise, but use square deadzones and other bad stuff which lower precision. You have to take what they say with a couple bowels of salt.
Shameless self post. Video on Portal 2’s “aiming”:
https://youtu.be/64UKpfPH4s8
Portal 2’s aiming is garbage, for many different reasons. Aim acceleration is used in many games, and its bad in all of them.
But Tsassi’s on the mark. The “jump” is incredibly unintuive. Unreal Tournament 3 uses aim acceleration as well to “keep” precision, but all it really does is gimp you because you can’t track targets moving a certain speed because they’re too fast for the normal curve speeds, but too slow for the accelerated jump speeds.
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> COD has no acceleration… because like I said, they solve the problem with their ADS mode.
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> The only game on the chart without aim acceleration or ADS is CS:GO. Ive never played it on console, but I imagine it either uses heavy aim assist to solve the problem… or its incredibly difficult to aim. Although since the game is slow paced and requires you to stand still to shoot accurately its probably not as bad as a game like halo where both you and your opponent are likely dodge strafing in a shootout.
CoD uses aim acceleration. It’s done differently than “edge” acceleration, in that the aim speeds up to whatever speed the player has selected(it’s called smoothing as well). That is also a very unintuitive mechanic and shouldn’t be used if you want reliable twitch precision in games.
CoD “solved” the problem by making a good acceleration curve. You can get incredibly low turn rates while playing on max sensitivity in HIP FIRE. ADS cuts your sensitivity which helps a ton, but CoD’s accel curve is easily one of the best in the industry. People can make fun of CoD all they want, Treyarch/Infinity Ward, aside from their aim acceleration/smoothing, they know how to code sticks properly.
CS: GO has terrible controls, and plays terribly with a gamepad because of it. The acceleration curve is overall fine, but the 180 is a “solution” it uses.
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> Also is it safe to assume you use a xim? Xim users seem to muddy the waters on aim acceleration and try to whip people up over it because the aim acceleration designed for the joystick causes trouble for their mouse emulators. And for whatever reason xim users seem to be very active on these forums.
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> So all signs seem to point to you being a xim user. I would appreciate if xim users would refrain from discussing topics regarding controller aiming, or at the very least inform people that they use a xim and they are speaking from a mouse emulation viewpoint.
The graph was made by a XIM user, and the quality of controller aiming does affect the emulation, but it’s completely relevant to aiming with gamepads. And Toysrme, the user who created the graphs, was using it as reference to how controller programming is bad, specifically in CS:GO. He may be a mouse user, but he understands how to program joysticks correctly.
Acceleration curves are absolutely VITAL to good aiming with them. Look closely at the graph provided. Notice how CoD’s is smoother than the others? That it starts lower and increases as you would expect a power function to? That’s how you can skip over using aim acceleration.
CoD at max sensitivity still allows you to move at under 1*/sec. That’s how precise the curve is. Doing that for Halo could fix the problem entirely.
Redundant, but to respond to the, "this has been the case with every halo… and this is the ideal solution."
As successful as Halo is, it shouldn’t be looked at for a benchmark of good controls. Halo has always done controls poorly, such as large, square-ish deadzones, aim acceleration and missing diagonals. It’s been on the forefront of aim assist in titles, but hasn’t really done too much to fix these inherent problems which cause the inaccuracy.
The “ideal” solution is good controls.
- Range of motion a problem? Lower the deadzone/add deadzone options. No game needs a 25% deadzone unless the player’s stick is broken. Let players use a 10% deadzone or something. Gives them 15% of the range of motion back, and makes aiming feel less clunky.
- Aiming feeling boxy/cursor moving in cardinal direction? Make sure the deadzone is circular. Squarish deadzones = missing diagonals and harder-to-reach diagonals. Circular = full range, and movement occurs with the same pressure in any direction.
- Precise AND fast turn speeds? Make the acceleration curve better. Using power functions are the easiest. A quadratic function could allow the user to turn at a max rate of 1000*/sec(example) with the stick fully deflected. At 10% stick deflection, speed are under 10*/sec. At 50% >260*/sec. Need more/less? Add an option to change the degree of the power function. It’s only a single value in the code if you’re doing it like that.
But it doesn’t even need to be a power function. You can have a low linear curve with a smooth, but fast, transition to the max speed. No need for aim acceleration.That’s pretty much it. Good controls are reasonably simple, though they’re done wrong more times than right. The deadzone and acceleration option patch coming for Halo 5 should remove the need for aim acceleration. Smaller deadzones alone would fix many issues with console aiming in general.